If you were in the thread, you may notice I didn’t link to one of the participants. I am hoping (and asking) they stay out of this thread so we can avoid derailment and (using the word they choose) tantrums that came and aided in locking the thread.

Feel free to post your own builds, or comments on the ones posted. At the very least this will give us all an NPC database to pull from.

Rufus is a solid front-liner. He has high damage output and decent AC and HP. He has cold iron and silver daggers for the occasionalevil outsider or whatever, so he can defend himself against a pletora of enemies. He is also able to move at full speed even with his armor.

His ranged damage is not quite as high, but it's good enough to show his enemies that they won't easily escape from his wrath.

However, he still lacks out-of-combat usefulness. Even being a human with Int 12 and adding the favored class bonus in skill points, he's still behind the Ranger's 6 skill points/level and more class skills.

He has no resources devoted to anything other than killin and not being killed, except for a few skill ranks, most notably, Knowledge(Dungeoneering), which can help the party to identify the weaknesses of their enemies.

His low Reflex save could potentially hurt him, but he has the HP to survive. His Will save is not much of a problem right now (5th level), as he boosted it with a trait and a Feat, plus +1 from Bravery for what that is worth, but as levels go up, he'll lag behind more and more compared to a Ranger, who has more reason to get a higher Wis and has better Reflex saves. Paladin is not even worth mentioning, as he has pretty much the best saves in the game.

In the end, at least 'til 5th level, Rufus is the typical fighter, he has fewer options and worse saves, but greater damage, AC and HP.

I believe from now on, the fighter will also have a few feats to spare and spend on other thigs besides killing things. But of he spreads his feats and resources too much, his advantage in AC/damage will become increasingly smaller, and if he focus too much, his out-of-combat utility risks becoming nearly null. He has a choice to make.

I already commented on Spruce in the old thread, but I'll add this:

Spruce Zypherleaf has a lot more things to do out of combat, his elven immunities a particullary useful for fighters, and his stealth ability is impressive. But his general lack of focus means he spent much of his resources trying to simply catch up with the ranger.
At 11th level his fighter archetype allows him to move before making a full attack, which is crazy good for any TWFers and could mean a greater disparity in DPR between him and the Paladin/Ranger.

However, he still lacks out-of-combat usefulness. Even being a human with Int 12 and adding the favored class bonus in skill points, he's still behind the Ranger's 6 skill points/level and more class skills.

He has no resources devoted to anything other than killin and not being killed, except for a few skill ranks, most notably, Knowledge(Dungeoneering), which can help the party to identify the weaknesses of their enemies.

Being behind the ranger in skill points doesn't make the fighter useless in out of combat situations. Also, being in a party means that each person is going to pull their resources together to take care of certain situations as they come up.

The skills that Rufus has are perfectly fine for out of combat situations. As long as he is hitting the DC's then it's fine. Having really high stats in your skills is rather pointless when the DC's aren't high to start with, it's a bit of overkill.

Most of the social type skills are better handled by other classes, especially the rogue and bard so I would let them handle those if they are a part of the party. The DC's for Knowledge Dungeoneering are not high at all so he should have no problem identifying monsters that he comes across.

Not really sure where this "lacks out of combat usefulness" comes from. Is he the best? No way. Can he get the job done? Yes he can.

Oh, I never said he was useless, in fact, far from that. He has decent stealth and perception modifiers in addition to knowledge skills.

All I meant is, he will not be the most useful guy out of combat, as he lacks the skills and features to really shine (therefore, the "lacks out of combat usefulness", although I admit it may have been a poor choice of words). but he can definitly help.

Also, right now he has most of the "must have" feats. So if he wants, he could spend some of them in things like Cosmopolitan, Skill Focus and Extra Traits (for getting some extra class skills) without reducing his combat prowess too much.

I think I will be taking improved iron will to address that concern, but it is a fair criticism. I do intend to spread feats around going forward to address skill gaps more, although I am also tempted to look at some of the CMB feats.

What I am trying to show (and what I like) is how many ways you can go and still be damage viable with a wide variety of weapons.

I disagree with your AC and damage assessment, I will continue to get more power attack weapon training to advance my primary and eventually a secondary weapon, and at 7th level I will likely switch to heavy armor, since I can still have full movement in it at that point. At that point, I will take a significant step ahead of the ranger in both AC and Armor check penalty.

Also, right now he has most of the "must have" feats. So if he wants, he could spend some of them in things like Cosmopolitan, Skill Focus and Extra Traits (for getting some extra class skills) without reducing his combat prowess too much.

I was looking at the extra traits, as making a few things class skills would be a major boost for a minor cost. Skill focus is also so much better in pathfinder than it used to be.

I think you were fair in the out of combat. A ranger is, and should be better at that kind of stuff, with the trade off being less damage and lower armor class.

I am not trying to out ranger the ranger, only to show they are pretty much on par when you build level by level.

Yes, I do believe the Fighter will always be a step ahead of a equally optimized ranger in terms of AC, probably damage too, although animal companions and favored enemy may change that in some situations.

What I unfortunatelly don't believe is that the fighter will win the AC/HP/DPR race by much. I never believed fighters to be useless, but I do believe they need more options.

If the fighter had the benefits from the Tatician and Mobile Fighter arquetypes, they'd be a much better class without even coming close to being broken. Sadly, we can't even combine those archetypes.

I don't know much about Cavalier and Gunslinger builds, or else I'd make one of each just out of curiosity. I'd like to see how they fare in comparison to fighters.

His HP is not as high as expected from a fighter, but his AC and DR compensate for that. Halflings' +1 to all saves is a great addition to any character, even more so for fighters. Bonus to Perception is always useful. Acrobatics is useful too, and a +2 to Climb could either save your life or never even come into play.

Unless the DM metagames, his small size should be an incentive for enemies to attack him, as he'd look deceptively killable. If a 1st attack fails, they could possibly assume it was just bad luck, only on the 3rd or 4th time they miss, they would realize how hard it is to actually hurt the little guy.

Even if they do hit, DR would reduce the impact.

If they instead decide he's too small to matter and go for his allies, Turret stills deals a good damage from both melee and ranged to prove otherwise. Although his reduced speed could prove a problem,

Being small, I'm not sure he'd benefit too much from Enlarge Person, except for the increased speed.

Maybe he could get the Footslasher feat (I'm not sure how good that is).

I like it better than Spruce because he focus more on doing his own thing than emulating another class. He still lacks variety in the sense that he is either attacking or being attacked, not much else.

His small size and general "Halflingness" can go a long way get him in places that would otherwise be unaccessible for a Ranger or Paladin, but I see this benefit as coming more from the race than the class.

That said, IMHO, the build does prove that small fighters are viable and that they can be competent in and out of combat, which I never disputed, but I had never given them much credit either.

Yes, I do believe the Fighter will always be a step ahead of a equally optimized ranger in terms of AC, probably damage too, although animal companions and favored enemy may change that in some situations.

What I unfortunatelly don't believe is that the fighter will win the AC/HP/DPR race by much. I never believed fighters to be useless, but I do believe they need more options.

If the fighter had the benefits from the Tatician and Mobile Fighter arquetypes, they'd be a much better class without even coming close to being broken. Sadly, we can't even combine those archetypes.

I don't know much about Cavalier and Gunslinger builds, or else I'd make one of each just out of curiosity. I'd like to see how they fare in comparison to fighters.

We can always recruit others. Worst case we all get NPC's to steal. Best case we get a serious and interesting discussion going.

I want someone to do a Ranger build. I think you will find making the Animal companion viable eats into resources for the Ranger themselves significantly, and favored enemy is going to be on par with the bonuses from Weapon Training and fighter only feats, but only for specific enemies.

I'd like to see this challenged, so if there is a problem we have something we can show to the Devs

Adding point blank to qualify for later feats, so no much added in that department. All martial classes get extra attacks, so no big change there.

Had 5,500 to spend. 2000 went to a handy haversack (I almost got it last level...) which is, well, handy. Another 2000 went to a ring of protection. The last 1500 I threw at a few fly potions because they are useful and, well, I didn't put much thought into it and why not (I'd be open to suggestions, but 500 out of context of campaign just wasn't holding my digging through the rulebook attention.

Looking at using a feat to a couple traits next level to bump skills, as making a couple skills into class skills could be a major bump to two areas. But also open to suggestions. Also, I can wear heavy armor with full movement next level, so I will be looking at that as well.

A lot of this build is about saves. He will have ridiculous saves. At this level he will lag a bit behind a straight melee, although starting with TWF and Stunning fist isn't bad.

He is also going to be very stealthy thanks to no armor and wisdom in the flesh adding his Wisdom bonus to stealth, rather than his dex. And adding darkvision to this won't hurt. Not to mention never wearing armor so no Armor Check Penalties.

Picked up a couple masterwork kama to flurry with, which helps my attack bonus. Also picked up a couple enlarge and cure light potions.

Saves continue to be ridiculous, and now I can deflect a ranged attack every round. I threw more points into skills I am trained in, so that is rounding out nicely, particularly when you consider no armor check penalties. The high steath and perception, combined with darkvision will make a deadly cave or night stalker.

AC is lower than I would like, but that will resolve shortly and I have a good amount of hit points.

Taking Power attack, because more damage is your friend. Bracers of armor for 1000 gp get me up to 16 AC, not great but it will be 18 next level and I have some mage armor potions, so I can live with that.
The last 1000 I'm going to float a bit on. I picked up a few misc useful items (ioun torch, silver and cold iron weapons) and some consumables, but honestly at this level I'm usually saving for ability boosting items. I could pick up a cloak of resistance, but I really don't need it.

He handles trapfinding and removing for the party. At some point he will pick up/further enchant a headband for +2 INT and pick up full ranks in Stealth for when Camo/Hide in plain sight come on line.

He takes full advantage of getting feats earlier than the fighter in order to shine in the fighter's role. At 9th he'll probably finally pick up the teamwork feat: Look Out which he will share with at the very least his big cat animal companion, if not the party wizard (if such is for example a diviner).

His first pair of feats let him demoralize enemies with a gusto, and his raw non-lethal damage will be on par with Ciretose's fighter (actually slightly exceeding it as I would go with a two-handed sword). The low levels might have him also using a reach weapon, as he's not locked into one weapon type.

Anyway, have fun with him. He's not as much the traditional ranger as he is a front-liner made from mostly Ranger parts. The ranger's larger number of skills let's me lower the INT there by 6 creation points which will handle the WILL trait and Toughness feat that Ciretose felt the need to choose.

Speaking of traits I wasn't sure whether the +2 demoralize was better than the -1 ACP. Personally I think I would go with the later, but the former looks a bit nicer earlier on.

His later favored enemies will be Human and Undead always adding to Evil Outsiders. His Adaptations will include Lightning Reflexes, Skill Focus: Intimidate and Skill Focus: Stealth. Each should prove useful from time to time.

Basically I see the feat game between the Ranger and the Fighter as first: the Fighter picks up the Weapon Focus/Spec lines over the ranger. That takes you through to level 16, otherwise the ranger bonus feats at least make up for the others. Meanwhile the infiltrator archetype has me picking up 4 feats, which even if I value as 3 or so balance out the remainder of the fighter bonus feats.

At the end, except baring evil outsiders where they will break even the fighter will have a solid full hit over the ranger in terms of damage. The damage driven animal companion should be able to mitigate this at many levels, and in the lower levels exceed it.

-James
PS: Oh yeah, you'll notice I did dip into a PrC, but that would be what I would do with such a PC so I did.

The monk really comes into his own this level. AC is normally 18, which is solid. Barkskin that up to 20 for 40 minutes and if you really need it, ki point up to 24.

Damage bumps up to 1d8, and unarmed is magic for the purposes of overcoming damage reduction. And the ki pool is really a game changer at this level. In addition, my skills stealth and perception are really solid, particularly for this well.

I'm picking up a handy haversack because I have the gold and not much else to spend it on (in real play I would be saving for ability bonus items) so I will just grab a few potions.

Since I think there was a lot of good coming out of the build discussion in the thread that was locked, I’m going to try and restart it over here with links to some of the builds.

Feel free to post your own builds, or comments on the ones posted. At the very least this will give us all an NPC database to pull from.

Here is a ranger I was toying with tossing into the ring. I haven't done out his gear at all, and it seems I'm unlikely to have the time, so I figured I'd give you the idea with the framework instead:

** spoiler omitted **...

It's hard to see without building it out, but I suspect that big cat is going to eat into your WBL if you want to keep him viable. And in reality, you really only have one more skill point per level, although you have more and better class skills. And some of that is negated by the Armor check penalties.

It's hard to tell unless it is a full build, and I understand the investment into a full build is a lot of time, so this isn't a criticism.

Unlike others, I don't think your declining to do a full build was an effort to hide some of the machinations.

But I do think if you build it out and devote the resources to the Animal Companion that you need to make them useful, you find there is less to make the Ranger useful and they begin to lag.

At least this has been my experience. I hope someone does a full build out to show otherwise.

It's hard to see without building it out, but I suspect that big cat is going to eat into your WBL if you want to keep him viable. And in reality, you really only have one more skill point per level, although you have more and better class skills. And some of that is negated by the Armor check penalties.

The companion certainly will get a little support, but just like managing consumables (or buying big ticket items in RL) this can be managed well or badly mismanaged. And its far easier to do the later than the former.

Beyond that, I tend to (outside of organized play where one cannot) encourage party communal funds. The tank would put forward money towards a (full) wand of clw, as wound everyone else. They might also do the same for a (full) wand of enlarge person, depending on the nature of the campaign and how often the party wizard was able to spend the 1 round action to activate it (i.e. how many combats per day, need for the wizard's main memorized spells, etc). When the animal companion comes online at 5th (via boon companion) it would be helping to block and tank. This would be supported by the party, just as your fighter's full plate would have been pooled together for, etc.

As to skill comparisons, yes this ranger with the 7INT doesn't have (much) of a skill advantage over your fighter with the 12INT. But that should be speaking to you. The ranger delivers a decent and invested spotter, trap removal and an impressive demoralizing ability. All the skills are 'working' so to speak.

ciretose wrote:

It's hard to tell unless it is a full build, and I understand the investment into a full build is a lot of time, so this isn't a criticism.

Again, I'm sorry I had meant to but I simply don't have the time to do it right. I would have posted this even earlier on the prior thread but for wanting to find time to do out the gear. I just wasn't able to find enough of it to do a proper enough job of it.

I think that the build has some interesting features to it that capitalize on the ranger class strengths. One of which is the combat style bonus feats do not require unwanted pre-reqs. Another is swapping out favored terrain for adaptations. This lets this ranger have lunge at 3rd level (for at least 3 fights in a day, more if they are not spread out). At high levels this will let him dictate where he can hide in plain sight/camo for moderate periods of time to make those abilities more on demand than situational. While in the long run it might be a wash, in terms of player feeling this will feel stronger.

Anyway, sorry I couldn't carve out the time for the gear on him. My choices were not posting at all, doing a hash job of it, or posting without the gear. The last seemed the best choice.

So now I am immune to all diseases, which is nice. I add my monk level to jump checks, and can basically take 20 as a swift action on a jump check. I could swap that for a quiggong (True strike with stunning fist would be nice for example) or also get slow fall back through Quinggong, but I'll just keep the jumping.

Flurry is now the same as my base attack, and pretty much all my gold is going to a belt of giant strength (and a fly potion). For feats, I pick up power attack here to get me a little more damage against lower AC enemies. Particularly since I don't have an off hand.

My stealth is strong, and my perception and sense motive are outstanding for my level. I've got some options with my bonus feat next level to play with for maneuvers if I want. Like most monks, I'm best suited to a sneaky party rather than a frontal assault kind of party. And of course, my saves are still ridiculous against magic.

Weird, I never saw this thread. I'll post some builds when I get a chance. I'm probably going to have each on be more thematic than optimized to the gills. I like playing characters with personality. Sometimes that means I won't make the most optimized choice. I will make the most fun choice.

now wit dis orc you dont wear no armor, just a armor'd kilt and your bare chest!!! and even when you think 'es dead, you just get dat whimpy cleric to heal yaz and get you back into da fight!! dem wimpy spell castaz is scared of ya wit your awesome will save, and fort save HAHA!!

now wit dis orc you dont wear no armor, just a armor'd kilt and your bare chest!!! and even when you think 'es dead, you just get dat whimpy cleric to heal yaz and get you back into da fight!! dem wimpy spell castaz is scared of ya wit your awesome will save, and fort save HAHA!!

dis guy iz da biggest and he dont take no guff from the whimpy GITZ!!

Can you add some more meat to the build (skills, AC, equipment, etc...)

I missed this thread when it was first made. I had sent some messages out to some of the faces in the orignal locked thread with some observations for the posted builds. Since this thread exists, I'll toss it out (very, very belatedly).

Spoiler:

I think that the direct combat capabilities of the various builds have been discussed already, and I think that those discussions are probably taking up too much focus. In fact, we have it in writing by most, if not all, parties that the fighter is Pretty Darn Good at Hitting It In The Face With An Axe. I think we can probably go ahead and give the class a 100% A+ in that. I want to think about something else for a bit.

Some of these tests seem easy and generally relevant. For example,
Vs equal CR traps

Skipping to CR 2 because I didn’t find full Level 1 for all builds while I was pulling this out of the thread

CR 2 (Bull Rush Statues):

Rufus: 15% chance to notice the trap, meaning he’s likely to walk into it. Rufus’ CMD is high enough that there’s only a 15% chance of falling into the pit (succeeding by 10, 11, or 12), but odds are good that he will be either pushed back or fall at this level. It might take a try or two, but Rufus would probably bypass this trap by sheer perseverance. I think Ciretose mentioned getting a few potions of enlarge in a later post. I think that raises CMD by 1 or 2 points after mods are applied and would help.

Eleoya: 35% chance to notice the trap, also likely to walk into it, but better. Eleoya’s CMD of 18 means that there’s only a 10% chance of falling. Same solution as Rufus could work with slightly lower risk (with the added benefit of using a potion of enlarge if needed).

Alexander: Alexander cannot notice the trap. He’s far too trusting. His CMD is the same as Rufus’. We see the same choices.

Spruce: Spruce notices the trap on a 12+ and has a decent chance of realizing that something is up. He’s nimble enough to try to dodge through it, but possibly noticing the trap gives him the opportunity to find another solution.

Turret: Turret notices on a 16+ and is likely to walk into it. His relatively low CMD means that he’s got a fair chance of being knocked into the pit and taking 14 (4d6) damage from the fall.

For the Bull Rush Trap, I rate Spruce as a pass. Eleoya, Rufus, and Alexander (in that order) squeeze through, and Turret stands a good chance (IMO) of having to burn at least one of his potions to continue.

CR2 (1000 Arrow Pillar)

Rufus: 10% chance to notice. Most probable outcome is to trigger the trap and take 2.5 attacks at +10 (hits on 8+) then step out and see if it resets. I think that works out to about 8 average non-lethal damage. If it’s against flat-footed AC, then the average damage isn’t really any higher (8.2 vs 7.5).

Eleoya: 35% chance to notice the trap, also likely to walk into it, but better. Most likely, Eleoya is advancing with the longspear readied (given previous discussion that seems likely), so an 18 AC. Probably the same exact result as Rufus. That does represent a higher proportion of Eleoya’s total hp however.

Alexander: Alexander cannot notice the trap. Guessing that the ranseur is his favored walk-down-dark-halls weapon. As such, he’s going to be in exactly the same situation as Eleoya.

Spruce: Spruce notices the trap on a 12+ and has a decent chance of realizing that something is up. If he doesn’t notice, his average damage taken is a bit lower (6.3), but his riding dog is probably down for the count (>9 avg damage, I think). If he does realize, he, of course, can look for alternatives.

Turret: Turret notices on a 16+ and is likely to walk into it. At this point, his tankly nature comes to the fore and he tries to laugh off the attack (about 5 avg damage).

Spruce wins the Pillar of 1000 Arrows contest as well, with the highest chance to figure out that something is wonky. Even if he does not notice, his relatively high AC and small size will help protect him. Turret, I think, comes in second here. He can set off the trap and wait it out with the lowest relative risk. Alexander is really not very good with traps at this level. He seems to feel like his deity will protect him or something.

As far as it goes, I think we can conclude at this level that the martial classes are reliant on build vs traps. Many builds will have lesser chances to deal with them.

--

I was unsure if I wanted to continue this exercise, but I figured it wouldn't hurt to at least look at something else at CR2

Rufus escapes the sleep effect on an 8+, as does Eleoya and Turret. Alexander laughs it off on a 5+. Spruce would be vulnerable on a 10+, but being an elf gets to thumb his nose at everyone else.

For this danger, Alexander comes out on top, followed by the trio of Rufus, Eleoya, and Turret, and Spruce gets a bye (well, he really wins, I guess). :)

Looking around, let's say we'll encounter a room full of small piercers next. At 1/4 CR, I think it takes something like 4 of them to make a full CR 1 encounter, but that's not a big deal unless multiples of them can attack at once. I didn't research it that much so I'm not sure. I'll take the option of using a bigger one and make it CR 1 even though that's less believable.

Anyway, piercer in a natural cavern with, say, 20' ceilings. DC to notice it as a piercer is 20+distance, I think, so 21..is that right?

We go back to perception being the most important skill ever written

Rufus notices the piercer on a 19+, and is likely to be surprised. He gets his reflex save (DC 15, +2), and only succeeds on a 13+. Average damage from a piercer attack is 4.2.

Eleoya notices on a 15+ and is also likely to be surprised. However, she passes her reflex save on a 10+ and only take 3.15 average damage.

Alexander just doesn't notice. His deity is epic, however, and he passes the save on a 9+ and only takes 2.8 avg damage.

Spruce once again shows that if you notice it, it's less dangerous, and sees the piercer on a 13+. That's still not good enough for me to say that he avoids it, but he could, and it's far more likely than most. If he doesn't see the piercer, though, he only passes on a 12+ and his lower hit point total means that the 3.85 average damage might stand out more.

Turret notices on a 17+, probably falling prey. His reflex save is nice, however, and he passes on 11+ with a mere 3.5 avg damage.

For this challenge, I'd rate Alexander, Eleoya, Turret, Spruce, and then Rufus based on damage taken. Spruce and Turret could switch places in my mind if the player had a history of rolling well :)

--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
SPECIAL ABILITIES
--------------------
Catch Off-Guard Proficient with improvised melee weapons. Unarmed opponents are flat-footed against your improvised weapons.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Disposable Weapon Break a fragile weapon to confirm a critical hit
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Improved Dirty Trick Dirty Trick at +2, without an attack of opportunity.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Nimble Moves Move through 5' of difficult terrain/round as if it was normal terrain.
Payback +1 (Ex) +1 to hit and damage any creature that has attacked the cad since the beginning of his last turn.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
--------------------
Hwesta is a bit of a trouble maker. His parents were killed in a fire when he was still young (for an elf anyway). He has never been considered mentally stable. He made friends with a dwarf named Kor many years ago.

Hwesta and Kor drink, a lot. They spent many nights trying to drink each other under the table. Hwesta can't control his liquor at all. He tends to act more dwarven the more he drinks, getting boisterous and sometimes a little belligerent. The has gotten him into more fights than he can count. Kor doesn't always jump in to help either. Sometimes it's fun to watch to see what Hwesta is going to do.

They have gone on a few adventures but Hwesta prefers to be in the city. He likes being around people. They are much easier to fool than monsters. Of course, people tend to remember when they've been fooled so it's important to leave town once in a while too.

He doesn't fight fair. He tends to grab whatever is handy and hopes for the best. Sometimes that works, sometimes it leaves him with broken bones. Kor finds this very amusing. Elves are fragile. Kor does like trying to help his friend act more dwarven though. One day Hwesta could manage to get himself killed and he keeps a will with him asking that he be reincarnated, not raised, in hopes that he will come back as a dwarf.

Alright, so I have had this idea ever since reading the Advanced Race Guide. I am not sure how PFS legal this build would be, so bear with me.
For those of you who remember AM BARBARIAN, I would like to introduce this 15 point build for his half-brother…AM DRAGONBORN!

From here on out the set-up to this build becomes evident. Pick up Draconic Paragon at 7th (Turning Draconic Glide into a fly speed of 20 feet, allowing me to sink points into the Fly Skill), another level of Barbarian as we pick up the World Serpent Totem (Bonuses on Outsiders and Abberations as well as negating the AC penalty for raging), then a level of Unbreakable Fighter. That first level gives me Endurance and Diehard, and I pick up Ironhide as my ninth level feat. Tenth level is another level of Fighter, gaining a +1 to all will-saves vs mind-affecting effects, as well as Deathless Initiate. 11th and 12th levels are back to Barbarian, picking up Deathless Master and the World Serpent Spirit Totem.

The one part that could tear this build apart is Racial Heritage, which is being debated currently. If it is ruled that Half-Orcs and Half-Elves are unable to take this feat, this build is invalidated (Though an Aasimar Barbarian with the Scion of Humanity could still pull this off...as they have a racial feat that gives them wings).

Here is another build I was working on. It also uses the elite array. He has no traits and his money isn't fully spent so his offenses and defenses aren't complete but that's something that can be figured out in a campaign. The core of the concept is there.

At a young age, he was brought into the temples to learn gun kata. Gun Kata is differentiated from other Gun Fu styles by a focus on rote memorization of probabilities, instead of feats of pure reflex. Through repeated simulations and practice, practitioners are able to fire at their attacker's position, while moving out of their attacker's most likely return fire trajectory and essentially dispatching their enemy while dodging their enemies' bullets.

While not a true cleric, he has obtained the title of Grammaton Cleric.

Ganny, I think it's an interesting character. I don't have the ARG so I can't really comment on some of the options. I have always liked the idea of a barbarian that changes form when he rages. It looks like you have taken that idea and ran with it.

Benefit: You gain a +2 bonus on saving throws against effects with the air or electricity descriptors and effects that deal electricity damage. You may ignore the first 30 feet of any fall when determining falling damage.

Wings of Air (Sylph)
The winds lift you, carrying you where you want to go.
Prerequisites: Airy Step, character level 9th, sylph.

Benefit: Your bonus on saves against effects with the air or electricity descriptors and effects that deal electricity damage increases to +4. In addition, you gain a supernatural fly speed equal to your base speed (good maneuverability). You may only fly with this ability when wearing light armor or no armor.